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Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Fri Jul 24, 2015 5:43 pm
by v1adut
HI Paul, there is a problem with octane the plugin build 81, it does not saves octane render plugin defaults presets.

Please check this and fix it in the next build.
Cheers,
Vlad

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Fri Jul 24, 2015 8:45 pm
by face_off
there is a problem with octane the plugin build 81, it does not saves octane render plugin defaults presets.
Hi Vlad - Modo801 or 901? Which defaults are not being saved pls?

Thanks

Paul

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Sat Jul 25, 2015 4:41 pm
by v1adut
face_off wrote:
there is a problem with octane the plugin build 81, it does not saves octane render plugin defaults presets.
Hi Vlad - Modo801 or 901? Which defaults are not being saved pls?

Thanks

Paul

Hi Paul

801, reset settings to default does not work, and save settings to default does not work for modo 801 for octane camera proprieties (response type, vinette)

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Sun Jul 26, 2015 1:49 am
by face_off
801, reset settings to default does not work, and save settings to default does not work for modo 801 for octane camera proprieties (response type, vinette)
Fixed in the next release. The Imager and Post Proc settings were not being saving to the defaults file.

Paul

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Fri Jul 31, 2015 7:41 pm
by v1adut
Hi Paul,
I would like to ask you for some workflow request when it comes to make an octane override.
What about when making one over ride material that octane plugin will add these nodes so I/we will now have to make them each time we do materials.

Link empty Octane RGB image to diffuse
Link empty Octane Gray Scale image to specular
Link empty Octane Gray Scale image to roughness
Link empty Octane RGB image to bump
Link empty Octane Gray Scale image to bump
Link empty Octane Gray Scale image to opacity


Cheers,
Vlad

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Fri Jul 31, 2015 9:17 pm
by face_off
Link empty Octane RGB image to diffuse
Link empty Octane Gray Scale image to specular
Link empty Octane Gray Scale image to roughness
Link empty Octane RGB image to bump
Link empty Octane Gray Scale image to bump
Link empty Octane Gray Scale image to opacity
Hi Vlad - this would be easy to do - however I don't think it would work for most users, so maybe it could be an option in the Preferences? These Image nodes should automatically be being created at the moment when you have a corresponding material in the Shader Tree for those Effects. Are you bypassing adding the images to the Shader Tree? How are using the Modo Texture Locator for the Octane Image Projection, or setting this manually? By adding blank Image nodes, this will then mean the Octane Override ignores any Modo Material colors (like the diffuse color, specular amount, etc).

Paul

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Sun Aug 02, 2015 2:05 pm
by v1adut
face_off wrote:
Link empty Octane RGB image to diffuse
Link empty Octane Gray Scale image to specular
Link empty Octane Gray Scale image to roughness
Link empty Octane RGB image to bump
Link empty Octane Gray Scale image to bump
Link empty Octane Gray Scale image to opacity
Hi Vlad - this would be easy to do - however I don't think it would work for most users, so maybe it could be an option in the Preferences? These Image nodes should automatically be being created at the moment when you have a corresponding material in the Shader Tree for those Effects. Are you bypassing adding the images to the Shader Tree? How are using the Modo Texture Locator for the Octane Image Projection, or setting this manually? By adding blank Image nodes, this will then mean the Octane Override ignores any Modo Material colors (like the diffuse color, specular amount, etc).

Paul
Hi Paul
As a preference it will be nice.
I am adding blank nodes, yes,... I do not want to make octane render looks as modo, I do not use modo render from over 1 year now, so I do not care to make the match.
So if you can add this as a preference tick to add these nodes as blank inputs,... it will be nice.
I make the octane materials by manual adding all these files.

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Fri Aug 07, 2015 5:19 am
by face_off
As a preference it will be nice.
I am adding blank nodes, yes,... I do not want to make octane render looks as modo, I do not use modo render from over 1 year now, so I do not care to make the match.
So if you can add this as a preference tick to add these nodes as blank inputs,... it will be nice.
I make the octane materials by manual adding all these files.
OK - I will look at this /after/ the 2.24 release.

Paul

Re: OctaneRender for Modo (Windows) 2.24 [TEST]

Posted: Fri Aug 07, 2015 5:35 am
by face_off
I have refreshed the installers at the top of this thread with:

2.24.0.82
- Compiled with Octane 2.24
- Added the Modo command line panel to the OctaneRender layout
- Fixed issue where Imager and Post Proc settings were not being saved to the defaults file
- Zooming the Viewport (with the mouse wheel) in Modo901 now also zooms the background image
- Added support for masking by Selection Set and Part in Shader Tree groups. This means there are some special characters that should NOT be used in group names - being ':', '~' and '%' (since these characters are used to encode the material, selection set and part name masks into the Octane material name)

Thanks

Paul

Re: OctaneRender for Modo (Windows) 2.24 [TEST]

Posted: Fri Aug 07, 2015 5:57 pm
by Tharso
this version is crashing my modo with scenes made with old plugin.